Legal claims defining the scope of protection. Each claim is shown in both the original legal language and a plain English translation.
1. A system for facilitating secondary-game-mode sessions based on primary-game-mode arrangements of user-controlled elements, the system comprising: one or more physical processors configured by machine-readable instructions to: execute an instance of a game space, and to facilitate transmission of state information regarding the game space to client computing platforms that causes presentation of views of the game space to users on the client computing platforms, wherein the game space is configured to facilitate interaction of the users with the game space and/or each other by performing operations in the game space in response to commands received from the users, and to determine the state information for transmission to reflect performance of such operations; manage a plurality of user-controlled elements existing within the game space that are associated with the users, wherein the users include a first user, and wherein the plurality of user-controlled elements include one or more first user-controlled elements existing within the game space that are associated with the first user; manage a plurality of actions performed by the one or more first user-controlled elements in a primary game mode of the game space, wherein impacts of the actions by the one or more first user-controlled elements within the game space associated with the first user are persistent within the primary game mode such that impacts of the actions of the one or more first user-controlled elements are persistently reflected in the instance of the game space across multiple encounters between the one or more first user-controlled elements of the plurality of user-controlled elements; and receive a session request from the first user for a session in a secondary game mode of the game space, and to execute a first session for the first user in the secondary game mode such that: (i) an arrangement of the one or more first user-controlled elements within the game space associated with the first user at a beginning of the first session is the same as an arrangement of the one or more first user-controlled elements in the primary game mode at a time of the session request; and (ii) impacts on the one or more first user-controlled elements during the first session in the secondary game mode are not reflected for the one or more first user-controlled elements in the primary game mode.
2. The system of claim 1 , wherein the plurality of user-controlled elements includes structures, character units, or items controlled by, positioned by, or associated with the users.
This invention relates to a system for managing user-controlled elements in a virtual or interactive environment, addressing the challenge of efficiently organizing and tracking dynamic user-generated content. The system includes a plurality of user-controlled elements, which may be structures, character units, or items, that are manipulated, positioned, or associated with users within the environment. These elements are dynamically tracked and managed to ensure proper functionality and interaction. The system also includes a processing unit that processes user inputs to control the elements, a display unit that renders the elements in the environment, and a storage unit that stores data related to the elements and their states. The processing unit executes instructions to handle user interactions, update element positions, and maintain consistency across the environment. The display unit provides visual feedback to users, while the storage unit retains historical data for analysis or recovery. The system ensures seamless integration of user-controlled elements, enhancing user experience and system performance in interactive applications.
3. The system of claim 1 , wherein the game space includes a plurality of areas, wherein the plurality of areas include a first area associated with the first user, wherein the one or more first user-controlled elements include one or more of first structures, first character units, or first items controlled by, positioned by, or associated with the first user, and wherein the one or more processors are configured by machine-readable instructions such that the first structures, the first character units, or the first items come into existence with respect to the game space in the first area.
This invention relates to a multiplayer online game system where players interact within a shared virtual game space. The system addresses the challenge of managing player-controlled elements in a structured and organized manner, ensuring that each player's contributions to the game space are properly associated with their designated areas. The game space is divided into multiple areas, with at least one area specifically assigned to a first user. Within this area, the first user can control, position, or interact with various elements, including structures, character units, or items. These elements are dynamically generated or placed within the first user's designated area, allowing for personalized customization and gameplay. The system ensures that the first user's elements are properly instantiated and managed within their specific area, enhancing the player experience by maintaining clear ownership and spatial organization. This approach helps prevent conflicts or overlaps with other players' areas while enabling seamless interaction within the shared game space. The system leverages machine-readable instructions to automate the creation and placement of these elements, ensuring consistency and efficiency in the game environment.
4. The system of claim 3 , wherein the one or more processors are configured by machine-readable instructions such that one or more of the first structures, the first character units, or the first items defend the first area in the primary game mode and during the first session in the secondary game mode.
This invention relates to a gaming system designed to enhance player engagement by integrating defensive mechanics across multiple game modes. The system includes a primary game mode and a secondary game mode, each featuring distinct structures, character units, and items that interact within a defined game area. The primary game mode involves standard gameplay where players control character units and utilize items to progress. The secondary game mode introduces a session-based structure where players can access additional gameplay features or rewards. The system is configured to allow one or more of the structures, character units, or items from the primary game mode to also function defensively in the secondary game mode during a specific session. This defensive capability ensures that elements used in the primary game mode retain utility in the secondary game mode, providing continuity and strategic depth. The defensive function may include protecting the player's area from threats, blocking opposing actions, or maintaining control over game resources. By enabling these elements to serve dual purposes, the system encourages players to develop versatile strategies that span both game modes, thereby increasing replayability and engagement. The system is implemented through machine-readable instructions executed by one or more processors, ensuring seamless integration of defensive mechanics across different gameplay scenarios.
5. The system of claim 1 , wherein the session request includes information identifying one or more secondary-game-mode parameters for a session in the secondary game mode, and wherein the one or more processors are configured by machine-readable instructions to select one or more opponent elements for the one or more first user-controlled elements for the first session based on a determination that the one or more secondary-game-mode parameters correspond to one or more first secondary-game-mode parameters.
This invention relates to a gaming system that facilitates multiplayer sessions in a secondary game mode, addressing the challenge of dynamically matching players and opponents based on specific game parameters. The system includes a server with processors configured to receive a session request from a user device, where the request includes information identifying secondary-game-mode parameters for a session. These parameters define conditions or settings for the secondary game mode, such as difficulty level, game rules, or player preferences. The system selects opponent elements for the user's controlled elements in the session based on whether the requested parameters match predefined first secondary-game-mode parameters. This ensures that players are paired with opponents whose game elements align with the desired parameters, enhancing fairness and enjoyment. The system may also include a database storing user profiles and game elements, and a communication interface for transmitting game data between the server and user devices. The selection process may involve comparing the requested parameters against stored parameter sets to determine compatibility, ensuring that the session adheres to the specified conditions. This approach allows for customized and balanced multiplayer experiences in secondary game modes.
6. The system of claim 1 , wherein the one or more processors are is configured by machine-readable instructions such that managing the plurality of actions includes managing a plurality of opponent actions by one or more opponent elements against the one or more first user-controlled elements within the game space associated with the first user, wherein the plurality of opponent actions during the first session include one or more of: (i) attacking the one or more first user-controlled elements in accordance with one or more first formations; or (ii) defending against the one or more first user-controlled elements in accordance with one or more second formations.
This invention relates to a game system that manages interactions between user-controlled elements and opponent elements within a game space. The system addresses the challenge of dynamically coordinating actions between multiple game entities to create engaging and strategic gameplay. The system includes one or more processors configured to manage a plurality of actions, including those performed by opponent elements against user-controlled elements. During a game session, opponent elements can execute various actions such as attacking or defending. Attacks may be carried out using one or more formations, which define the arrangement and behavior of opponent elements during combat. Similarly, defensive actions may involve one or more formations that dictate how opponent elements respond to user-controlled elements. These formations allow for strategic positioning and coordination of opponent elements, enhancing the complexity and depth of gameplay. The system dynamically adjusts these actions based on the evolving state of the game, ensuring a responsive and adaptive experience for the user. This approach improves the realism and challenge of the game by simulating intelligent opponent behavior.
7. The system of claim 6 , wherein the one or more processors are configured by machine-readable instructions to: receive a second session request from the first user for a session in the secondary game mode that is to occur after the first session, wherein the second session request includes information identifying one or more other secondary-game-mode parameters for a session in the secondary game mode; execute a second session such that (i) an arrangement of the one or more first user-controlled elements at a beginning of the second session is an arrangement of the one or more first user-controlled elements at a time of the second session request; and (ii) one or more other impacts on the one or more first user-controlled elements during the second session in the secondary game mode are not reflected for the one or more first user-controlled elements in the primary game mode.
This invention relates to a gaming system that manages transitions between primary and secondary game modes while preserving certain game states. The system addresses the challenge of maintaining continuity in player progress when switching between different game modes, ensuring that changes made in a secondary game mode do not affect the primary game mode. The system includes processors configured to handle session requests, execute game sessions, and manage game elements across modes. When a user requests a secondary game mode session, the system captures the current state of user-controlled elements from the primary game mode and applies it to the secondary session. During the secondary session, any modifications or impacts to these elements remain isolated to the secondary mode and do not propagate back to the primary mode. This allows players to experiment or engage in different gameplay scenarios without altering their primary game progress. The system ensures that the secondary session starts with the same element arrangement as the primary mode at the time of the request, providing a seamless transition while maintaining distinct gameplay states between modes.
8. The system of claim 7 , wherein second actions performed by the one or more opponent elements during the second session include one or more of: (i) attacking the one or more first user-controlled elements in accordance with one or more third formations of the one or more opponent elements; or (ii) defending against the one or more first user-controlled elements in accordance with one or more fourth formations of the one or more opponent elements, and wherein the one or more third formations are different than the one or more first formations or the one or more fourth formations are different than the one or more second formations.
The system relates to a multiplayer combat simulation where users control elements in strategic formations against opponent elements. The problem addressed is the lack of dynamic and adaptive opponent behavior in combat simulations, leading to predictable and repetitive gameplay. The system enhances engagement by enabling opponent elements to perform second actions during a second session, including attacking or defending against user-controlled elements using different formations. These second actions involve either attacking in third formations distinct from the initial first formations used by the opponent, or defending in fourth formations distinct from the initial second formations. This ensures varied and unpredictable opponent strategies, preventing users from relying on static tactics. The system dynamically adjusts opponent formations to maintain challenge and realism, improving the overall gaming experience. The opponent elements' actions are contextually responsive, adapting to the user's strategies while introducing new formations to counter or defend against them. This approach ensures continuous strategic depth and unpredictability in combat scenarios.
9. The system of claim 1 , wherein the impacts of the actions include a modification to one or more hit point statuses of the one or more first user-controlled elements that relates to one or more actions of the one or more first user-controlled elements, and wherein the modification is reflected for the one or more first user-controlled elements in the secondary game mode while not reflected for the one or more first user-controlled elements in the primary game mode.
This invention relates to a gaming system that manages the effects of player actions across different game modes. The system allows players to control elements within a primary game mode, where actions taken by these elements can impact their status, such as hit points. However, these status modifications are only reflected in a secondary game mode, not in the primary game mode. This separation ensures that the primary game mode remains unaffected by changes that occur in the secondary mode, providing a distinct gameplay experience in each mode. The system tracks and applies these modifications selectively, allowing players to see the results of their actions in one context without altering the core gameplay in another. This approach enables different strategic or narrative outcomes based on the same player actions, enhancing replayability and depth. The invention ensures that the primary game mode retains its original state while the secondary mode evolves independently, offering players varied experiences within a single game environment.
10. The system of claim 9 , wherein the modification includes an increase to at least one of the one or more hit point statuses of at least one of the one or more first user-controlled elements, or a decrease to at least another one of the one or more hit point statuses of at least another one of the one or more first user-controlled elements.
This invention relates to a system for modifying hit point statuses in a multiplayer game environment. The system addresses the problem of balancing gameplay dynamics by dynamically adjusting the hit point statuses of user-controlled elements, such as characters or objects, to enhance fairness or strategic depth. The system includes a game environment with multiple user-controlled elements, each having one or more hit point statuses representing their health, durability, or other damage-related attributes. The system monitors interactions between these elements and applies modifications to their hit point statuses based on predefined rules or real-time conditions. These modifications can include increasing the hit point status of one element while decreasing that of another, ensuring competitive balance or introducing strategic variability. The system may also incorporate additional features, such as tracking user inputs, analyzing game state conditions, or applying modifications in response to specific triggers, such as player actions or environmental events. The modifications are applied in real-time to maintain dynamic gameplay, allowing for adaptive difficulty or strategic adjustments. This invention is particularly useful in competitive multiplayer games where maintaining balanced gameplay is critical, ensuring that no single player or element gains an unfair advantage while preserving the integrity of the game mechanics.
11. A computer-implemented method of facilitating secondary-game-mode sessions based on primary-game-mode arrangements of user-controlled elements, the method being implemented on a computer system that includes one or more physical processors, the method comprising: executing an instance of a game space; facilitating transmission of state information regarding the game space to client computing platforms that causes presentation of views of the game space to users on the client computing platforms, wherein the game space is configured to facilitate interaction of the users with the game space and/or each other by performing operations in the game space in response to commands received from the users, and to determine the state information for transmission to reflect performance of such operations; managing a plurality of user-controlled elements existing within the game space that are associated with the users, wherein the users include a first user, and wherein the plurality of user-controlled elements include one or more first user-controlled elements existing within the game space that are associated with the first user; managing a plurality of actions by the one or more first user-controlled elements in a primary game mode of the game space; receiving a session request from the first user for a session in a secondary game mode of the game space; and executing a first session for the first user in the secondary game mode such that: (i) an arrangement of the one or more first user-controlled elements within the game space associated with the first user at a beginning of the first session is the same as an arrangement of the one or more first user-controlled elements in the primary game mode at a time of the session request; and (ii) impacts on the one or more first user-controlled elements during the first session in the secondary game mode are not reflected for the one or more first user-controlled elements in the primary game mode.
This invention relates to a computer-implemented method for facilitating secondary-game-mode sessions in an online game, where the secondary sessions are based on the current state of user-controlled elements in the primary game mode. The method is executed on a computer system with one or more physical processors. The system runs an instance of a game space, transmitting state information to client devices to display views of the game space to users. Users interact with the game space and each other by performing operations, with the system updating the state information accordingly. The system manages multiple user-controlled elements within the game space, including elements associated with a first user. These elements can perform actions in the primary game mode. When the first user requests a secondary-game-mode session, the system initiates the session while preserving the arrangement of the user's elements at the time of the request. Any impacts or changes to the elements during the secondary session do not affect their state in the primary game mode. This allows users to experiment or engage in different gameplay scenarios without altering their progress in the main game. The method ensures that secondary sessions are isolated from the primary game mode, maintaining consistency in the primary gameplay experience.
12. The method of claim 11 , wherein the plurality of user-controlled elements includes structures, character units, or items controlled by, positioned by, or associated with the users.
This invention relates to interactive digital environments, particularly systems where users control and manipulate elements within a shared virtual space. The problem addressed is the need for efficient and intuitive user interaction with dynamic digital content, ensuring seamless coordination and control of multiple user-controlled elements. The method involves a system where users interact with a shared digital environment containing a plurality of user-controlled elements. These elements can include structures, character units, or items that users can control, position, or associate with their actions. The system enables real-time adjustments and interactions between these elements, allowing users to modify their positions, states, or relationships dynamically. The method ensures that user inputs are processed efficiently, maintaining synchronization across the shared environment while minimizing latency. The invention also includes mechanisms for detecting and resolving conflicts between user-controlled elements, ensuring smooth operation even when multiple users attempt to interact with the same or overlapping elements. Additionally, the system may incorporate feedback mechanisms to inform users of successful or failed interactions, enhancing the overall user experience. The method is applicable in various domains, including gaming, virtual reality, collaborative design, and social virtual environments.
13. The method of claim 11 , wherein the game space includes a plurality of areas, wherein the plurality of areas include a first area associated with the first user, wherein the one or more first user-controlled elements include one or more of first structures, first character units, or first items controlled by, positioned by, or associated with the first user, and wherein the first structures, the first character units, or the first items come into existence with respect to the game space in the first area.
This invention relates to a method for managing user-controlled elements in a game space, particularly in a multiplayer or shared virtual environment. The problem addressed is the organization and control of user-specific elements within a game space that contains multiple distinct areas. The method ensures that elements associated with a first user, such as structures, character units, or items, are created and managed within a designated first area of the game space. These elements are controlled, positioned, or otherwise associated with the first user and are generated specifically within the first area, allowing for clear ownership and spatial organization. The game space may include additional areas, each potentially associated with different users, ensuring that user-specific elements remain confined to their respective areas. This approach enhances gameplay by preventing overlap or interference between user-controlled elements from different areas, improving clarity and reducing conflicts in shared virtual environments. The method supports dynamic interactions while maintaining structured spatial boundaries for user-generated content.
14. The method of claim 13 , wherein one or more of the first structures, the first character units, or the first items defend the first area in the primary game mode and during the first session in the second game mode.
This invention relates to a gaming system that integrates multiple game modes, including a primary game mode and a secondary game mode, to enhance player engagement and strategic gameplay. The system involves a first area within the game environment where defensive structures, character units, or items are deployed to protect against threats. In the primary game mode, these elements provide defensive capabilities to the player's position or objectives. The same defensive elements also function during a first session of the secondary game mode, ensuring continuity of strategy and resource management across different gameplay scenarios. The secondary game mode may introduce additional challenges or objectives while maintaining the defensive setup from the primary mode, allowing players to leverage their prior preparations. This approach improves gameplay cohesion and encourages players to develop long-term strategies that span multiple game modes. The invention aims to solve the problem of disjointed gameplay experiences by ensuring that defensive assets remain effective across different modes, thereby enhancing immersion and strategic depth.
15. The method of claim 11 , wherein the session request includes information identifying one or more secondary-game-mode parameters for a session in the secondary game mode, the method further comprising: selecting one or more opponent elements for the one or more first user-controlled elements for the first session based on a determination that the one or more secondary-game-mode parameters correspond to one or more first secondary-game-mode parameters.
This invention relates to a method for managing multiplayer game sessions, particularly in games with multiple play modes. The problem addressed is the need to dynamically select opponents for a player based on specific game mode parameters to enhance gameplay experience and fairness. The method involves receiving a session request from a player for a secondary game mode, where the request includes parameters defining the desired session conditions. These parameters may include difficulty levels, skill-based matchmaking criteria, or other game-specific settings. The system then selects opponents for the player based on whether the provided parameters match predefined secondary-game-mode parameters. If a match is found, the system assigns opponents that align with the player's requested conditions, ensuring a tailored and balanced gaming experience. This approach allows for adaptive opponent selection, improving player satisfaction and engagement in multiplayer sessions. The method may also involve additional steps such as validating the session request, initializing the game session, and managing player interactions during gameplay. The system ensures that the selected opponents meet the specified parameters, enhancing the overall gameplay quality.
16. The method of claim 11 , wherein managing the plurality of actions further comprises managing a plurality of opponent actions by one or more opponent elements against the one or more first user-controlled elements within the game space associated with the first user, wherein the plurality of opponent actions during the first session include one or more of: (i) attacking the one or more first user-controlled elements in accordance with one or more first formations; or (ii) defending against the one or more first user-controlled elements in accordance with one or more second formations.
This invention relates to a method for managing actions in a multiplayer game environment, specifically addressing the coordination and execution of opponent actions within a game space. The method involves managing multiple actions performed by opponent elements against user-controlled elements during a game session. These opponent actions may include attacking or defending against the user-controlled elements using predefined formations. The attacking actions are executed in accordance with one or more first formations, which dictate the positioning and movement of opponent elements during offensive maneuvers. Similarly, defending actions are managed using one or more second formations, which determine the defensive strategies and positioning of opponent elements when responding to user-controlled actions. The method ensures that opponent actions are dynamically adjusted based on the user's actions, enhancing the game's responsiveness and strategic depth. This approach improves the realism and engagement of multiplayer interactions by simulating intelligent and adaptive opponent behavior within the game space.
17. The method of claim 11 , wherein the impacts of the actions include a modification to one or more hit point statuses of the one or more first user-controlled elements that relates to one or more actions of the one or more first user-controlled elements, and wherein the modification is reflected for the one or more first user-controlled elements in the secondary game mode while not reflected for the one or more first user-controlled elements in the primary game mode.
This invention relates to a gaming system that manages the effects of actions taken in a secondary game mode without affecting the primary game mode. The system involves a game with at least two modes: a primary game mode and a secondary game mode. In the secondary game mode, user-controlled elements, such as characters or objects, can perform actions that modify their hit point statuses. These modifications are applied only within the secondary game mode and do not carry over to the primary game mode. This allows players to experiment or engage in high-risk activities in the secondary mode without permanent consequences to their primary gameplay experience. The system tracks and applies these temporary changes dynamically, ensuring that the primary game mode remains unaffected. This approach enhances player engagement by providing a risk-free environment for testing strategies or engaging in challenging scenarios while preserving the integrity of the main gameplay. The invention ensures that any modifications to hit points or other statuses in the secondary mode are isolated, preventing unintended carryover effects. This separation of game modes allows for greater flexibility in gameplay design and player experience.
18. The method of claim 17 , wherein the modification includes an increase to at least one of the one or more hit point statuses of at least one of the one or more first user-controlled elements, or a decrease to at least another one of the one or more hit point statuses of at least another one of the one or more first user-controlled elements.
This invention relates to a method for modifying hit point statuses in a multiplayer game environment. The method addresses the problem of balancing gameplay by dynamically adjusting the durability or health of user-controlled elements, such as characters or objects, to enhance fairness or strategic depth. The method involves modifying hit point statuses of multiple user-controlled elements in a game. Specifically, the modification includes increasing the hit points of at least one element while decreasing the hit points of at least one other element. This adjustment can be applied to one or more elements, allowing for selective balancing based on gameplay conditions, player performance, or other factors. The method ensures that changes to hit points are applied in a way that maintains game integrity while introducing variability or strategic opportunities. The invention may be part of a larger system that tracks player actions, game state, or other metrics to determine when and how to apply these modifications. The goal is to create a more dynamic and engaging experience by preventing stagnation or unfair advantages. The method can be used in various game genres, including competitive multiplayer or cooperative scenarios, where hit point management is critical to gameplay balance.
Unknown
May 5, 2020
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